shocker-0x15 / GfxExpLinks
Sandbox for graphics paper implementation
☆243Updated 3 months ago
Alternatives and similar repositories for GfxExp
Users that are interested in GfxExp are comparing it to the libraries listed below
Sorting:
- ☆164Updated 4 years ago
- Vulkan implementation of ReSTIR☆175Updated 3 years ago
- Source code for SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"☆164Updated last year
- OptiX 9 Lightweight Wrapper Library☆106Updated last month
- ☆114Updated last year
- Materials for the Neural Shading Course at SIGGRAPH 2025☆126Updated 2 months ago
- ☆79Updated last year
- NVIDIA Neural Shading SDK☆213Updated 2 months ago
- ReSTIR GI Implementation on Falcor 5.1 based on the source code provided by Daqi Lin for his ReSTIR PT paper☆88Updated 2 years ago
- minimal but extensible header only implementation of photon mapping in C++☆117Updated 3 years ago
- Source Code for SIGGRAPH 2022 Paper "Generalized Resampled Importance Sampling: Foundations of ReSTIR"☆480Updated 3 months ago
- Source Code (Direct Lighting Part) for SIGGRAPH 2024 Paper "Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing"☆178Updated last year
- RTXGI v2.0 Update including Neural Radiance Cache and Spatial Hash Radiance Cache☆271Updated last month
- Code of "Practical Path Guiding for Efficient Light-Transport Simulation"☆242Updated last year
- Supplemental code accompanying Ray Tracing Gems II, Chapter 14: The Reference Path Tracer☆217Updated 5 months ago
- ☆149Updated 9 months ago
- ☆69Updated 5 months ago
- NVIDIA RTX Mega Geometry SDK☆179Updated 2 months ago
- Code sample accompanying the article "Crash Course in BRDF Implementation"☆338Updated 2 years ago
- Real-time Global Illumination with Vulkan Ray Tracing API☆100Updated 2 years ago
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆62Updated last year
- GPU Radix Sort implemented in Vulkan and GLSL.☆69Updated last year
- Code for SIGGRAPH 2024 (ToG) paper "Specular Polynomials"☆84Updated last year
- Code for "Practical Multiple-Scattering Sheen Using Linearly Transformed Cosines" (SIGGRAPH 2022 Talk) by Tizian Zeltner, Brent Burley, a…☆51Updated 3 years ago
- Source Code for "N-BVH: Neural ray queries with bounding volume hierarchies" (SIGGRAPH 2024)☆135Updated last year
- An implementation of NVIDIA's paper "Efficient Incoherent Ray Traversal on GPUs Through Compressed Wide BVHs"☆125Updated 11 months ago
- A simple interactive ray-tracing renderer.☆48Updated last year
- Opacity Micro-Map SDK Source Repository☆94Updated 2 months ago
- UCSD CSE 272 renderer☆102Updated 10 months ago
- ☆79Updated last year